RM2K3 CBS FREEZES
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Well here I am again seems no matter what I do or look over everything looks fine and at one point worked fine too, now somehow when ever I have the hero attack the enemy, she moves in for the hit then the common event code stops running, surrounding map events do continue to run though...So what am I missing, what would cause a common event to stop running mid way? I checked over and over its not the wait commands or PP events... I am at a loss now...
Ok so I moved the Att common events into map events and it worked, but then the common events still stop running as if someone put a stop functions in there somewhere... This is confusing...
Very hard to tell without any code to look at. Could be tons of stuff, like a loop gone awry, bad handling of switches, misinterpretation of an event command etc.
You should preferably post some code of the related event rather than just taking random guesses.
You should preferably post some code of the related event rather than just taking random guesses.
There could be a logical error making the loop run forever.
Also, there's a bug if you have loops within the loop. the "break loop" will skip to the first "end loop" it finds, regardless if it's the "end loop" of the current loop or not.
Also, there's a bug if you have loops within the loop. the "break loop" will skip to the first "end loop" it finds, regardless if it's the "end loop" of the current loop or not.
You could use this: http://rpgmaker.net/forums/topics/8658/
...to find out what's happening exactly.
...to find out what's happening exactly.
Also if you're still having trouble I would be more than willing to take a look if you want to send me a version of you're game.
Labels are more stable than loops(I've heard somewhere) and they perform the same function. Maybe even more efficiently. I wouldn't exactly suggest changing all your loops to label loops, but from this point on it might be wise to use labels ^.^;
One thing I do for debugging is to put in sound effects at different points in my code in areas I suspect are causing the problem. Then as I play I listen to what sound effects play before the error occurs, sometimes that gives an idea of how much code is running and where the error is. I something use messages of 1,2,3,4,5.... and so on to see if my code is firing in the proper sequence.
One thing I do for debugging is to put in sound effects at different points in my code in areas I suspect are causing the problem. Then as I play I listen to what sound effects play before the error occurs, sometimes that gives an idea of how much code is running and where the error is. I something use messages of 1,2,3,4,5.... and so on to see if my code is firing in the proper sequence.
author=Link_2112
Labels are more stable than loops(I've heard somewhere) and they perform the same function. Maybe even more efficiently. I wouldn't exactly suggest changing all your loops to label loops, but from this point on it might be wise to use labels ^.^;
One thing I do for debugging is to put in sound effects at different points in my code in areas I suspect are causing the problem. Then as I play I listen to what sound effects play before the error occurs, sometimes that gives an idea of how much code is running and where the error is. I something use messages of 1,2,3,4,5.... and so on to see if my code is firing in the proper sequence.
I use the message box method when trying to isolate a disconnect.
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